<!doctype html>
<html>
	<head>
		<title></title>
		<meta charset='utf-8'>
		<style>
		html, body {
  height: 100%;
  user-select: none;
}
body {
  color: #555;
  background: #111;
  font-family: Arial, sans-serif;
  font-size: 14px;
  line-height: 1.3;
  margin: 0;
  padding: 0;
  display: flex;
  align-items: center;
  justify-content: center;
  flex-direction: column;
  overflow: hidden;
  text-align: center;
}
a {
  color: #FF2948;
  font-weight: 700;
}
canvas{
	flex-shrink: 0;
	background-color:#000;
	image-rendering: crisp-edges;
	image-rendering: pixelated;
  image-rendering: -moz-crisp-edges;
  image-rendering: -moz-crisp-edges;
  image-rendering: -o-crisp-edges;
  -ms-interpolation-mode: nearest-neighbor;
	}
.method {
  color: grey;
}
.enfonceMarque {
  position: absolute;
  left: 0px;
  top: 20px;
  visibility: hidden;
  width: 50px;
  height: 50px;
  border: 2px solid #222;
  border-radius: 100%;
  background: grey;
  opacity: 0.5;
}
.enfonceDist {
  position: absolute;
  left: 0px;
  top: 20px;
  visibility: hidden;
  width: 30px;
  height: 30px;
  border: 2px solid #111;
  border-radius: 100%;
  background: #222;
  opacity: 0.8;
}
.message {
  font-weight: 600;
  margin: 20px;
}
		</style>
	</head>
	<body>
	<div class="message"><b style="color:#999">How to play</b>,  tilt the screen with your mouse and move the sphere to the square <br> beware the holes in the ground :)</div>
<script>
	/*
  _    _ _   _ _ _ _        _          
 | |  | | | (_) (_) |      (_)         
 | |  | | |_ _| |_| |_ __ _ _ _ __ ___ 
 | |  | | __| | | | __/ _` | | '__/ _ \
 | |__| | |_| | | | || (_| | | | |  __/
  \____/ \__|_|_|_|\__\__,_|_|_|  \___|
                                       
*/

Calcul = {};
Calcul.entre = function(valeur, min, max) {
	return (valeur - min) * (valeur - max) < 0;
};
Calcul.aleatoire = function(min, max) {
	return min + Math.random() * (max - min);
};
Calcul.distance = function(p1, p2) {
	return Math.hypot(p1.x - p2.x, p1.y - p2.y);
}
Calcul.lerp = function(value1, value2, amount) {
	return value1 + (value2 - value1) * amount;
};
Calcul.pointCarre = function(x, y, carre) {
	return Calcul.entre(x, carre.pos.x, carre.pos.x + carre.taille) && Calcul.entre(y, carre.pos.y, carre.pos.y + carre.taille);
};
var utils = {
	aleatoire: function(min, max) {
		return min + Math.random() * (max - min);
	},
	aleatoireA: function(min, max) {
		return Math.floor(min + Math.random() * (max - min + 1));
	},
	morceler: function(tableau, largeur) {
		var resultat = [];
		for (var i = 0; i < tableau.length; i += largeur) resultat.push(tableau.slice(i, i + largeur))
		return resultat;
	},
	tablifier: function(tableau, largeur) {
		var resultat = [];
		for (var i = 0; i < tableau.length; i += largeur) resultat.push(tableau.slice(i, i + largeur))
		document.write(JSON.stringify(resultat) + "<hr>");
	},
};

/*
  __  __           _       _           
 |  \/  |         | |     | |          
 | \  / | ___   __| |_   _| | ___  ___ 
 | |\/| |/ _ \ / _` | | | | |/ _ \/ __|
 | |  | | (_) | (_| | |_| | |  __/\__ \
 |_|  |_|\___/ \__,_|\__,_|_|\___||___/
                                       
*/
// la bille est influencée par l'inclinaison du terrain
class Camera {
	constructor(parent, cible) {
		this.parent = parent;
		this.ctx = parent.ctx;
		this.cible = cible;
		this.pos = {
			x: this.cible.pos.x,
			y: this.cible.pos.y
		}
		this.vel = {
			x: 0,
			y: 0
		}
		this.force = {
			x: 0,
			y: 0
		}
		this.facteur = {
			x: 0.1,
			y: 0.1
		}
		this.traine = 0.1;
	}
	rendu() {
		this.force.y = this.cible.pos.y - this.pos.y;
		this.force.y *= this.facteur.y;
		this.force.x = this.cible.pos.x - this.pos.x;
		this.force.x *= this.facteur.x;
		this.vel.x *= this.traine;
		this.vel.y *= this.traine;
		this.vel.x += this.force.x;
		this.vel.y += this.force.y;
		this.pos.x += this.vel.x;
		this.pos.y += this.vel.y;
	}
}
class Bille {
	constructor(parent, x, y) {
		this.parent = parent;
		this.vitesse = 0;
		this.angle = 0;
		this.taille = parent.taille;
		this.depart = {
			x: x,
			y: y
		}
		this.pos = {
			x: x,
			y: y
		}
		this.vel = {
			x: 0,
			y: 0
		}
		this.friction = 0.99;
		this.force = parent.force;
		this.ctx = parent.ctx;
		this.limite = {
			x: parent.L,
			y: parent.H
		};
		this.apparition = true;
		this.mort = false;
		this.sprite = new Sprite(this, parent.ressources.bille);
		this.particules = new Generateur(this, 30, parent.ressources.herbe);
		this.scale = 0;
	}
	dessiner() {
		this.ctx.save();
		this.ctx.translate(this.pos.x, this.pos.y);
		if (this.mort) {
			this.ctx.scale(this.scale, this.scale);
			if (this.scale > 0.1) {
				this.scale -= 0.05;
			} else {
				this.pos.x = this.depart.x;
				this.pos.y = this.depart.y;
				this.vel.x = 0;
				this.vel.y = 0;
				this.mort = false;
				this.apparition = true;
			}
		}
		if (this.apparition) {
			this.ctx.scale(this.scale, this.scale);
			if (this.scale < 1) {
				this.scale += 0.05;
			} else {
				this.scale = 1;
				this.apparition = false;
			}
		}
		this.ctx.rotate(this.angle);
		this.sprite.rendu();
		this.ctx.restore();
		this.sprite.allure = (this.vitesse) / 10;
	}
	integration() {
		this.vel.x *= this.friction;
		this.vel.y *= this.friction;
		this.vel.x += this.force.x;
		this.vel.y += this.force.y;
		this.pos.x += this.vel.x;
		this.pos.y += this.vel.y;
		if (this.pos.x < 0) {
			this.pos.x = 0;
			this.vel.x *= -0.4;
		}
		if (this.pos.x > this.limite.x) {
			this.pos.x = this.limite.x;
			this.vel.x *= -0.4;
		}
		if (this.pos.y < 0) {
			this.pos.y = 0;
			this.vel.y *= -0.4;
		}
		if (this.pos.y > this.limite.y) {
			this.pos.y = this.limite.y;
			this.vel.y *= -0.4;
		}
		this.vitesse = Math.sqrt(this.vel.x * this.vel.x + this.vel.y * this.vel.y);
		this.angle = Math.atan2(this.vel.y, this.vel.x);
	}
	collision() {
		if (this.pos.x < this.taille * 1) {
			this.pos.x = this.taille * 1;
		}
		if (this.pos.y < this.taille * 1) {
			this.pos.y = this.taille * 1;
		}
		if (this.pos.x > (this.parent.terrain.dimension.x - 1) * this.taille) {
			this.pos.x = (this.parent.terrain.dimension.x - 1) * this.taille;
		}
		if (this.pos.y > (this.parent.terrain.dimension.y - 1) * this.taille) {
			this.pos.y = (this.parent.terrain.dimension.y - 1) * this.taille;
			this.vel.y = 0;
		}
		var tX = this.pos.x + this.vel.x;
		var tY = this.pos.y + this.vel.y;
		var offset = (this.taille / 2) - 1;
		let tuileActive = this.parent.infoCollision(tX, tY)
		if (tuileActive.action) {
			this.parent.action(tuileActive.action, tuileActive.pos);
		}
		// gauche
		var gauche1 = this.parent.infoCollision(tX - this.taille / 2, this.pos.y - offset);
		var gauche2 = this.parent.infoCollision(tX - this.taille / 2, this.pos.y + offset);
		if (gauche1.collision || gauche2.collision) {
			this.pos.x = gauche1.pos.x + this.taille + offset + 1;
			this.pos.x = gauche2.pos.x + this.taille + offset + 1;
			this.vel.x *= -0.2;
		}
		// Droite
		var droite1 = this.parent.infoCollision(tX + this.taille / 2, this.pos.y - offset);
		var droite2 = this.parent.infoCollision(tX + this.taille / 2, this.pos.y + offset);
		if (droite1.collision || droite2.collision) {
			this.pos.x = droite1.pos.x - this.taille + offset;
			this.pos.x = droite2.pos.x - this.taille + offset;
			this.vel.x *= -0.2;
		}
		// Bas
		var bas1 = this.parent.infoCollision(this.pos.x - offset, tY + this.taille / 2);
		var bas2 = this.parent.infoCollision(this.pos.x + offset, tY + this.taille / 2);
		if (bas1.collision || bas2.collision) {
			this.pos.y = bas1.pos.y - offset - 1;
			this.pos.y = bas2.pos.y - offset - 1;
			this.vel.y *= -0.2;
			this.saut = false;
		}
		// Haut
		var haut1 = this.parent.infoCollision(this.pos.x - offset, tY - this.taille / 2);
		var haut2 = this.parent.infoCollision(this.pos.x + offset, tY - this.taille / 2);
		if (haut1.collision || haut2.collision) {
			this.pos.y = haut1.pos.y + this.taille + offset + 1;
			this.pos.y = haut2.pos.y + this.taille + offset + 1;
			this.vel.y *= -0.2;
		}
	}
	rendu() {
		this.particules.rendu();
		this.dessiner();
		if (!this.mort) {
			this.collision();
			this.integration();
		}
	}
}
class PikkuX {
	constructor(parent, x, y) {
		this.parent = parent;
		this.cible = parent.joueur;
		this.taille = parent.taille;
		this.depart = {
			x: x,
			y: y
		}
		this.pos = {
			x: x,
			y: y
		}
		this.vel = {
			x: 0,
			y: 0
		}
		this.friction = 0.99;
		this.force = parent.force;
		this.ctx = parent.ctx;
		this.limite = {
			x: parent.L,
			y: parent.H
		};
		this.sprite = new Sprite(this, parent.ressources.pikkux);
		this.sprite.animation = false;
	}
	dessiner() {
		this.ctx.save();
		this.ctx.translate(this.pos.x + this.taille / 2, this.pos.y + this.taille / 2);
		this.sprite.rendu();
		this.ctx.restore();
	}
	integration() {
		this.vel.x *= this.friction;
		this.vel.x += this.force.x;
		this.pos.x += this.vel.x;
		if (this.pos.x < 0) {
			this.pos.x = 0;
			this.vel.x *= -0.4;
		}
		if (this.pos.x > this.limite.x) {
			this.pos.x = this.limite.x;
			this.vel.x *= -0.4;
		}
		if (this.pos.y < 0) {
			this.pos.y = 0;
			this.vel.y *= -0.4;
		}
		if (this.pos.y > this.limite.y) {
			this.pos.y = this.limite.y;
			this.vel.y *= -0.4;
		}
	}
	collision() {
		let tX = this.pos.x + this.vel.x;
		let tY = this.pos.y + this.vel.y;
		let tuileGauche = this.parent.infoCollision(tX, tY)
		if (tuileGauche.collision) {
			this.vel.x *= -0.3;
			this.pos.x = tuileGauche.pos.x + this.taille;
		}
		let tuileDroite = this.parent.infoCollision(tX + this.taille, tY)
		if (tuileDroite.collision) {
			this.vel.x *= -0.3;
			this.pos.x = tuileDroite.pos.x - this.taille;
		}
	}
	attaque() {
		if (Calcul.pointCarre(this.cible.pos.x, this.cible.pos.y, this)) {
			this.parent.action("mort");
		}
	}
	rendu() {
		this.dessiner();
		this.integration();
		this.collision();
		this.attaque();
	}
}
class PikkuY {
	constructor(parent, x, y) {
		this.cible = parent.joueur;
		this.parent = parent;
		this.taille = parent.taille;
		this.depart = {
			x: x,
			y: y
		}
		this.pos = {
			x: x,
			y: y
		}
		this.vel = {
			x: 0,
			y: 0
		}
		this.friction = 0.99;
		this.force = parent.force;
		this.ctx = parent.ctx;
		this.limite = {
			x: parent.L,
			y: parent.H
		};
		this.sprite = new Sprite(this, parent.ressources.pikkuy);
		this.sprite.animation = false;
	}
	dessiner() {
		this.ctx.save();
		this.ctx.translate(this.pos.x + this.taille / 2, this.pos.y + this.taille / 2);
		this.sprite.rendu();
		this.ctx.restore();
	}
	integration() {
		this.vel.y *= this.friction;
		this.vel.y += this.force.y;
		this.pos.y += this.vel.y;
		if (this.pos.x < 0) {
			this.pos.x = 0;
			this.vel.x *= -0.4;
		}
		if (this.pos.x > this.limite.x) {
			this.pos.x = this.limite.x;
			this.vel.x *= -0.4;
		}
		if (this.pos.y < 0) {
			this.pos.y = 0;
			this.vel.y *= -0.4;
		}
		if (this.pos.y > this.limite.y) {
			this.pos.y = this.limite.y;
			this.vel.y *= -0.4;
		}
	}
	collision() {
		var tX = this.pos.x + this.vel.x;
		var tY = this.pos.y + this.vel.y;
		let tuileBas = this.parent.infoCollision(tX, tY + this.taille)
		if (tuileBas.collision) {
			this.vel.y *= -0.3;
			this.pos.y = tuileBas.pos.y - this.taille;
		}
		let tuileHaut = this.parent.infoCollision(tX, tY)
		if (tuileHaut.collision) {
			this.vel.y *= 0.3;
			this.pos.y = tuileHaut.pos.y + this.taille;
		}
	}
	attaque() {
		if (Calcul.pointCarre(this.cible.pos.x, this.cible.pos.y, this)) {
			this.parent.action("mort");
		}
	}
	rendu() {
		this.dessiner();
		this.integration();
		this.collision();
		this.attaque();
	}
}
class Sprite {
	constructor(parent, donnee) {
		this.parent = parent;
		this.ctx = this.parent.ctx;
		this.donnee = donnee;
		this.l = Math.round(this.donnee.l / this.donnee.sep),
			this.h = this.donnee.h / this.donnee.ligne
		this.image = this.donnee.img;
		this.ligne = 0;
		this.longueur = this.donnee.sep;
		this.selectLigne = this.h / this.donnee.ligne * this.ligne;
		// animation
		this.frame = 0;
		this.allure = donnee.allure;
		this.animation = true;
	}
	changeLigne(selection) {
		this.ligne = selection;
		this.selectLigne = this.h * this.ligne;
	}
	reset() {
		this.frame = 0;
	}
	animer() {
		if (this.animation) {
			this.frame += this.allure;
			if (this.frame >= this.longueur - 1) {
				this.frame = 0;
			}
		}
	}
	rendu() {
		this.animer();
		this.ctx.drawImage(this.image, Math.floor(this.frame) * this.l, this.selectLigne, this.l, this.h, -this.parent.taille / 2, -this.parent.taille / 2, this.l, this.h);
	}
}
class Particule {
	constructor(x, y, vitesse, angle, image, ctx) {
		this.pos = {
			x: x,
			y: y
		};
		this.vel = {
			x: 0,
			y: -2
		};
		this.friction = 0.8;
		this.longevite = Calcul.aleatoire(1, 20);
		this.mort = false;
		this.image = image;
		this.ctx = ctx;
		this.setHeading(Calcul.aleatoire(angle - 0.2, angle + 0.2));
		this.setSpeed(vitesse);
	}
	setHeading(heading) {
		var speed = this.getSpeed();
		this.vel.x = Math.cos(heading) * speed;
		this.vel.y = Math.sin(heading) * speed;
	}
	getHeading() {
		return Math.atan2(this.vel.y, this.vel.x);
	}
	setSpeed(speed) {
		let heading = this.getHeading();
		this.vel.x = Math.cos(heading) * speed;
		this.vel.y = Math.sin(heading) * speed;
	}
	getSpeed() {
		return Math.sqrt(this.vel.x * this.vel.x + this.vel.y * this.vel.y);
	}
	dessiner() {
		this.ctx.globalAlpha = this.longevite;
		this.ctx.drawImage(this.image.img, this.pos.x, this.pos.y);
		this.ctx.globalAlpha = 1;
	}
	integration() {
		if (this.longevite > 0.2 && !this.mort) {
			this.longevite -= 0.1;
		} else {
			this.mort = true;
		}
		this.vel.x *= this.friction;
		this.vel.y *= this.friction;
		this.pos.x += this.vel.x;
		this.pos.y += this.vel.y;
	}
	rendu() {
		this.dessiner();
		this.integration();
	}
}
class Generateur {
	constructor(parent, nombre, image) {
		this.parent = parent;
		this.pos = {
			x: this.parent.pos.x,
			y: this.parent.pos.y
		}
		this.particules = [];
		for (var i = 0; i < nombre; i++) {
			this.particules.push(new Particule(this.pos.x, this.pos.y, this.parent.vitesse, this.parent.angle, image, this.parent.ctx));
		}
	}
	rendu() {
		for (var i = this.particules.length - 1; i >= 0; i--) {
			if (!this.particules[i].mort) {
				this.particules[i].rendu();
			} else {
				this.particules[i].longevite = Calcul.aleatoire(1, 20);
				this.particules[i].mort = false;
				this.particules[i].pos.x = this.parent.pos.x;
				this.particules[i].pos.y = this.parent.pos.y;
				this.particules[i].setSpeed(this.parent.vitesse + 2);
				this.particules[i].setHeading(Calcul.aleatoire(-this.parent.angle - 1, -this.parent.angle + 1));
			}
		}
	}
}

/*
   _____                      
  / ____|                     
 | |     ___   ___ _   _ _ __ 
 | |    / _ \ / _ \ | | | '__|
 | |___| (_) |  __/ |_| | |   
  \_____\___/ \___|\__,_|_|   
                              
*/

class Labirynthe {
	constructor(parametres, niveaux) {
		this.niveaux = niveaux;
		this.niveauActuel = 0;
		this.taille = parametres.taille;
		this.curseur = {
			pos: {
				x: 0,
				y: 0
			},
			cliquePos: {
				x: 0,
				y: 0
			},
			active: false,
		};
		this.creerContexte();
		this.force = {
			x: 0,
			y: 0
		};
		// on charge les images
		// Nombre d'images à charger dans le pack :B
		this.prop = {
			compte: 0,
			nombreImg: parametres.packImages.length
		};
		this.traitement(parametres.packImages, parametres.clefs);
		this.enPause = false;
		this.tableau = {
			friction: 0.8,
			vel: {
				x: 0,
				y: 0
			},
		}
		this.score = 0;
		this.ennemis = [];
	}
	chargement() {
		this.prop.compte += 1;
		if (this.prop.compte === this.prop.nombreImg) {
			console.log("les images sont chargées :)");
			this.ctx.fillRect(0, 0, this.L, this.H);
			this.chargerTerrain();
		} else {
			this.ctx.fillStyle = 'white';
			this.ctx.fillRect(0, 0, this.L, this.H);
			this.ctx.fillStyle = 'black';
			this.ctx.textAlign = "center";
			this.ctx.font = "20px Arial";
			this.ctx.fillText("Chargement ", this.L / 2, this.H / 2);
			this.ctx.font = "12px Arial";
			this.ctx.fillText(this.prop.compte + " / " + this.prop.nombreImg, this.L / 2, this.H / 2 + 20);
			this.ctx.fillRect(0, this.H - 150, (this.prop.compte / this.prop.nombreImg) * 500, 5);
		}
	}
	chargerImages(url) {
		let img = new Image();
		let self = this;
		img.onload = function() {
			self.chargement();
		}
		img.src = url;
		return img;
	}
	traitement(packImages, clefs) {
		// traitement images
		let IM = {};
		for (let i = 0; i < packImages.length; i++) {
			let sujet = packImages[i];
			let nom = sujet.nom;
			sujet.img = this.chargerImages(packImages[i].img);
			IM[nom] = packImages[i];
		}
		this.ressources = IM;
		//  traitement clefs
		this.nettoyer = new Array(clefs.length).fill(false)
		let CM = {};
		for (let i = 0; i < clefs.length; i++) {
			let sujet = clefs[i];
			let nom = sujet.id;
			if (sujet.type === "sprite") {
				sujet.frame = 0;
				sujet.longueur = this.ressources[sujet.apparence].l;
				sujet.sprite = this.ressources[sujet.apparence];
				sujet.memoireBoucle = false;
			}
			CM[nom] = clefs[i];
		}
		this.clefs = CM;
	}
	creerContexte() {
		this.toile = document.createElement("canvas");
		this.ctx = this.toile.getContext('2d');
		this.L = this.toile.width = 520;
		this.H = this.toile.height = 520;
		this.ctx.mozImageSmoothingEnabled = false;
		this.ctx.msImageSmoothingEnabled = false;
		this.ctx.imageSmoothingEnabled = false;
		document.body.appendChild(this.toile);
		// curseur
		this.curseur.efCorps = document.createElement("div");
		this.curseur.efCorps.className = "enfonceMarque";
		document.body.appendChild(this.curseur.efCorps);
		this.curseur.distCorps = document.createElement("div");
		this.curseur.distCorps.className = "enfonceDist";
		document.body.appendChild(this.curseur.distCorps);
		//controles
		document.body.addEventListener("mousemove", event => this.curseurActif(event), false);
		document.body.addEventListener("mousedown", event => this.curseurEnfonce(event), false);
		document.body.addEventListener("mouseup", event => this.curseurLeve(event), false);
	}
	curseurEnfonce(e) {
		this.curseur.cliquePos = {
			x: this.curseur.pos.x,
			y: this.curseur.pos.y
		};
		this.curseur.active = true;
		this.curseur.efCorps.style.left = this.curseur.cliquePos.x - 25 + "px";
		this.curseur.efCorps.style.top = this.curseur.cliquePos.y - 25 + "px";
		this.curseur.efCorps.style.visibility = "visible";
		this.curseur.distCorps.style.left = this.curseur.cliquePos.x - 15 + "px";
		this.curseur.distCorps.style.top = this.curseur.cliquePos.y - 15 + "px";
		this.curseur.distCorps.style.visibility = "visible";
	}
	curseurLeve() {
		this.curseur.active = false;
		this.curseur.distCorps.style.visibility = "hidden";
		this.curseur.efCorps.style.visibility = "hidden";
		this.force.x = 0;
		this.force.y = 0;
	}
	curseurActif(e) {
		this.curseur.pos.x = e.pageX;
		this.curseur.pos.y = e.pageY;
		if (this.curseur.active) {
			let origine_x = this.curseur.cliquePos.x,
				origine_y = this.curseur.cliquePos.y,
				radius = 100,
				x0 = this.curseur.pos.x - origine_x,
				y0 = this.curseur.pos.y - origine_y,
				distance0 = Math.sqrt(x0 * x0 + y0 * y0),
				distance = Math.min(distance0, radius),
				distance_mult;
			if (distance0 > radius) {
				distance_mult = distance / distance0;
			} else {
				distance_mult = 1
			}
			let newX = origine_x + distance_mult * x0;
			let newY = origine_y + distance_mult * y0;
			this.curseur.distCorps.style.left = newX - 15 + "px";
			this.curseur.distCorps.style.top = newY - 15 + "px";
			this.force.x = (newX - this.curseur.cliquePos.x) / 200;
			this.force.y = (newY - this.curseur.cliquePos.y) / 200;
		}
	}
	chargerTerrain() {
		this.terrain = this.niveaux[this.niveauActuel];
		this.terrain.dimension = {
			x: this.terrain.geometrie[0].length,
			y: this.terrain.geometrie.length
		};
		this.terrain.apparence = [];
		this.calculerApparence();
		// on genere le terrain
		// et on indique ou sera positionné le joueur
		this.depart = this.chercheClef("depart")[0];
		this.joueur = new Bille(this, this.depart.pos.x + this.taille / 2, this.depart.pos.y + this.taille / 2);
		this.joueur.sprite.frame = 8;
		this.camera = new Camera(this, this.joueur);
		// on ajoute les ennemis s'ils y en a 
		this.ennemis = [];
		let pikkuxDep = this.chercheClef("xAxe");
		for (var i = 0; i < pikkuxDep.length; i++) {
			this.ennemis.push(new PikkuX(this, pikkuxDep[i].pos.x, pikkuxDep[i].pos.y));
		}
		let pikkuyDep = this.chercheClef("yAxe");
		for (var i = 0; i < pikkuyDep.length; i++) {
			this.ennemis.push(new PikkuY(this, pikkuyDep[i].pos.x, pikkuyDep[i].pos.y));
		}
		// quand tout est chargé on peut lancer le jeu
		if (this.animation) {} else {
			this.boucle();
		}
	}
	infoCollision(x, y) {
		if (x > 0 && y > 0 && y < this.terrain.dimension.y * this.taille && x < this.terrain.dimension.x * this.taille) {
			let NewX = Math.floor(x / this.taille);
			let NewY = Math.floor(y / this.taille);
			let NClef = this.terrain.geometrie[NewY][NewX];
			let info = {
				collision: this.clefs[NClef].collision,
				pente: this.clefs[NClef].pente,
				action: this.clefs[NClef].action,
				pos: {
					x: NewX * this.taille,
					y: NewY * this.taille
				}
			};
			return info;
		} else {
			return false;
		}
	}
	coordonner(x, y) {
		let NewX = Math.floor(x / this.taille);
		let NewY = Math.floor(y / this.taille);
		return {
			x: NewX,
			y: NewY
		};
	}
	chercheClef(recherche) {
		let blockRecherche = [];
		for (var j = 0; j < this.terrain.dimension.y; j++) {
			for (var i = 0; i < this.terrain.dimension.x; i++) {
				let id = this.terrain.geometrie[j][i];
				if (this.clefs[id].nom === recherche) {
					let info = {
						pos: {
							x: i * this.taille,
							y: j * this.taille
						}
					}
					blockRecherche.push(info);
				}
			}
		}
		return blockRecherche;
	}
	calculerApparence() {
		let tuileBitMask = [];
		let compte = 0;
		this.terrain.apparence = [];
		for (var j = 0; j < this.terrain.dimension.y; j++) {
			for (var i = 0; i < this.terrain.dimension.x; i++) {
				let id = this.terrain.geometrie[j][i];
				// haut gauche droit bas
				let voisine = [0, 0, 0, 0];
				compte += 1;
				if (j - 1 > -1) {
					if (id === this.terrain.geometrie[j - 1][i]) {
						//haut
						voisine[0] = 1;
					}
				}
				if (id === this.terrain.geometrie[j][i - 1]) {
					// gauche
					voisine[1] = 1;
				}
				if (id === this.terrain.geometrie[j][i + 1]) {
					// droite
					voisine[2] = 1;
				}
				if (j + 1 < this.terrain.dimension.y) {
					if (id === this.terrain.geometrie[j + 1][i]) {
						//bas
						voisine[3] = 1;
					}
				}
				id = 1 * voisine[0] + 2 * voisine[1] + 4 * voisine[2] + 8 * voisine[3];
				this.terrain.apparence.push(id);
			}
		}
		this.terrain.apparence = utils.morceler(this.terrain.apparence, this.terrain.dimension.x);
	}
	renduTerrain() {
		for (let j = 0; j < this.terrain.dimension.y; j++) {
			for (let i = 0; i < this.terrain.dimension.x; i++) {
				let id = this.terrain.geometrie[j][i];
				if (this.clefs[id].apparence === "auto") {
					var sourceX = Math.floor(this.terrain.apparence[j][i]) * this.taille;
					var sourceY = Math.floor(this.terrain.apparence[j][i]) * this.taille;
					this.ctx.drawImage(this.ressources.feuille.img, sourceX, this.clefs[id].ligne * this.taille, this.taille, this.taille, i * this.taille, j * this.taille, this.taille, this.taille);
				} else if (this.clefs[id].type === "sprite") {
					if (!this.clefs[id].memoireBoucle) {
						this.clefs[id].frame += this.clefs[id].allure;
						if (this.clefs[id].frame >= this.clefs[id].sprite.sep) {
							this.clefs[id].frame = 0;
						}
						this.clefs[id].memoireBoucle = true;
						// on sait quel id est déjà passé :^)
						this.nettoyer[id] = true;
					}
					this.ctx.drawImage(this.clefs[id].sprite.img, Math.floor(this.clefs[id].frame) * this.taille, 0, this.taille, this.taille, i * this.taille, j * this.taille, this.taille, this.taille);
				} else {
					var sourceX = Math.floor(this.clefs[id].apparence % 15) * this.taille;
					var sourceY = Math.floor(this.clefs[id].apparence / 15) * this.taille;
					this.ctx.drawImage(this.ressources.feuille.img, sourceX, sourceY, this.taille, this.taille, i * this.taille, j * this.taille, this.taille, this.taille);
				}
			}
		}
		for (var i = 0; i < this.nettoyer.length; i++) {
			if (this.nettoyer[i]) {
				this.clefs[i].memoireBoucle = false;
			}
		}
	}
	basculer() {
		this.tableau.vel.x *= this.tableau.friction;
		this.tableau.vel.y *= this.tableau.friction;
		this.tableau.vel.x += this.force.x;
		this.tableau.vel.y += this.force.y;
		this.toile.style.transform = "perspective(500px) rotateY(" + this.tableau.vel.x * 6 + "deg) rotateX(" + -this.tableau.vel.y * 6 + "deg)";
	}
	rendu() {
		this.basculer();
		this.renduTerrain();
		for (var i = this.ennemis.length - 1; i >= 0; i--) {
			this.ennemis[i].rendu();
		}
		this.joueur.rendu();
	}
	boucle() {
		this.ctx.fillStyle = "black";
		this.ctx.fillRect(0, 0, this.L, this.H);
		this.rendu();
		if (!this.enPause) {
			this.animation = requestAnimationFrame(() => this.boucle());
		}
	}
	action(action, pos) {
		if (!this.joueur.mort) {
			switch (action) {
				case "mort":
					this.joueur.mort = true;
					this.joueur.apparition = false;
					break;
				case "suivant":
					this.niveauActuel += 1;
					if (this.niveauActuel < this.niveaux.length) {
						this.chargerTerrain();
					} else {
						this.toile.style.transform = "perspective(500px) rotateY(0deg) rotateX(0deg)";
						this.enPause = true;
						cancelAnimationFrame(this.animation);
						this.ctx.restore();
						this.ctx.fillRect(0, 0, this.L, this.H);
						this.ctx.fillStyle = '#00e435';
						this.ctx.textAlign = "center";
						this.ctx.font = "20px Arial";
						this.ctx.fillText("Hey, you made it ! thanks for playing :)", this.L / 2, this.H / 2 - 40);
						this.ctx.fillText("Please share your thoughts in the comments", this.L / 2, this.H / 2 - 14);
						this.ctx.fillText("Your score : " + this.score, this.L / 2, this.H / 2 + 20);
						this.ctx.font = "12px Arial";
						this.ctx.fillText("Little game by Gtibo", this.L / 2, this.H - 20);
					}
					break;
				case "point":
					this.terrain.geometrie[Math.floor(pos.y / this.taille)][Math.floor(pos.x / this.taille)] = 1;
					this.score += 1;
					break;
				default:
					console.log("aucune action reconnue");
			}
		}
	}
}


    let parametres = {

       feuille:"feuille",

       taille:40,

       clefs:[
       {type:"tuile",nom:"herbe",id:1,collision:false,apparence:0},
       {type:"tuile",nom:"mur",id:2,collision:true,apparence:"auto",ligne:1},
       {type:"tuile",nom:"depart",id:3,collision:false,apparence:2},
       {type:"sprite",nom:"arrive",id:4,action:"suivant",collision:false,apparence:"sortie",allure:0.3},
       {type:"tuile",nom:"trou",id:5,action:"mort",collision:false,apparence:4},
       {type:"tuile",nom:"tuyaux",id:6,collision:true,apparence:"auto",ligne:2},
       {type:"sprite",nom:"piece",id:7,collision:false,action:"point",apparence:"piece",ligne:2,allure:0.3},
       {type:"tuile",nom:"xAxe",id:8,collision:false,apparence:0},
       {type:"tuile",nom:"yAxe",id:9,collision:false,apparence:0},
           ],

       packImages: [
       {img:"http://image.noelshack.com/fichiers/2017/04/1485167646-bille.png",nom:"bille",l:800,h:40,ligne:1,sep:20,allure:0.15},
       {img:"http://image.noelshack.com/fichiers/2017/04/1485167646-pikkux.png",nom:"pikkux",l:160,h:40,ligne:1,sep:4,allure:0.15},
       {img:"http://image.noelshack.com/fichiers/2017/04/1485167646-pikkuy.png",nom:"pikkuy",l:160,h:40,ligne:1,sep:4,allure:0.15},
       {img:"http://image.noelshack.com/fichiers/2017/04/1485167646-feuille.gif",nom:"feuille"},
       {img:"http://image.noelshack.com/fichiers/2017/04/1485167646-herbe.png",nom:"herbe"},
       {img:"http://image.noelshack.com/fichiers/2017/04/1485167646-sortie.png",nom:"sortie",l:400,h:40,ligne:1,sep:9},
       {img:"http://image.noelshack.com/fichiers/2017/04/1485167646-piece.png",nom:"piece",l:400,h:40,ligne:1,sep:10},
           ],
    }

    map1 = {
    	geometrie:[[6,6,6,6,6,6,6,6,6,6,6,6,6],[6,2,2,2,1,1,1,1,2,2,2,2,6],[6,1,2,2,1,1,1,1,2,2,1,1,6],[6,1,1,1,1,1,3,1,1,1,1,1,6],[6,1,1,1,1,1,1,1,1,1,1,1,6],[6,2,2,2,1,1,7,1,1,1,1,2,6],[6,2,2,2,1,1,7,1,1,2,2,2,6],[6,1,1,1,1,1,7,1,1,2,2,2,6],[6,1,2,2,1,1,1,1,1,1,1,1,6],[6,1,6,2,1,1,4,1,1,1,1,1,6],[6,1,1,1,1,1,1,1,1,1,1,1,6],[6,1,1,1,1,1,1,1,1,1,2,2,6],[6,6,6,6,6,6,6,6,6,6,6,6,6]],
    };

    map2 = {
    	geometrie:[[6,6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,1,1,1,1,1,1,1,6],[6,1,1,1,1,7,5,7,1,1,1,1,6],[6,1,1,1,5,1,1,1,5,1,1,1,6],[6,1,1,1,7,1,4,1,7,1,1,1,6],[6,1,1,1,5,1,1,1,5,1,1,1,6],[6,1,1,1,7,1,7,1,7,1,1,1,6],[6,1,1,1,5,1,7,1,5,1,1,1,6],[6,1,1,1,1,1,7,1,1,1,1,1,6],[6,1,2,2,1,1,7,1,1,2,2,1,6],[6,1,2,2,1,1,3,1,1,2,2,1,6],[6,1,1,1,1,1,1,1,1,1,1,1,6],[6,6,6,6,6,6,6,6,6,6,6,6,6]],
    };

    map3 = {
    	geometrie:[[6,6,6,6,6,6,6,6,6,6,6,6,6],[6,3,1,1,1,1,1,1,1,1,7,5,6],[6,1,1,1,1,1,1,1,1,1,7,5,6],[6,2,2,2,2,2,2,2,2,1,7,5,6],[6,5,7,1,1,1,1,1,1,1,7,1,6],[6,5,7,1,1,1,1,1,1,1,1,1,6],[6,5,7,1,2,2,2,2,2,2,2,2,6],[6,1,7,1,1,1,1,1,1,1,7,5,6],[6,1,1,1,1,1,1,1,1,1,7,5,6],[6,2,2,2,2,2,2,2,2,1,7,5,6],[6,1,1,1,1,1,1,1,1,1,7,1,6],[6,4,1,1,1,1,1,1,1,1,1,1,6],[6,6,6,6,6,6,6,6,6,6,6,6,6]],
    };

    map4 = {
    	geometrie:[[5,5,5,5,5,5,5,5,5,5,5,5,5],[5,1,1,1,5,1,1,1,1,1,1,1,5],[5,1,3,1,5,1,7,7,7,7,7,1,5],[5,1,1,1,5,1,7,1,1,1,7,1,5],[5,1,7,1,5,1,7,1,5,1,7,1,5],[5,1,7,1,5,1,7,1,5,1,7,1,5],[5,1,7,1,5,1,7,1,5,1,7,1,5],[5,1,7,1,5,1,7,1,5,1,7,1,5],[5,1,7,1,5,1,7,1,5,1,7,1,5],[5,1,7,1,1,1,7,1,5,1,1,1,5],[5,1,7,7,7,7,7,1,5,1,4,1,5],[5,1,1,1,1,1,1,1,5,1,1,1,5],[5,5,5,5,5,5,5,5,5,5,5,5,5]],
    };

    map5 = {
    	geometrie:[[6,6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,5,1,5,1,1,1,1,6],[6,1,1,1,5,1,5,1,5,1,3,1,6],[6,1,1,1,1,5,1,5,1,1,1,1,6],[6,1,1,1,5,1,5,1,5,1,1,1,6],[6,1,1,1,7,5,1,5,1,1,1,1,6],[6,1,1,1,7,7,5,1,5,1,1,1,6],[6,1,1,1,5,7,7,5,1,1,1,1,6],[6,1,1,1,1,5,7,7,5,1,1,1,6],[6,1,1,1,5,1,5,7,7,1,1,1,6],[6,1,4,1,1,5,1,5,7,1,1,1,6],[6,1,1,1,5,1,5,1,5,1,1,1,6],[6,6,6,6,6,6,6,6,6,6,6,6,6]],
    };

    map6 = {
    	geometrie:[[6,6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,1,1,1,7,7,7,4,6],[6,5,1,1,1,1,1,1,1,1,1,1,6],[6,1,1,1,6,6,6,6,6,6,6,6,6],[6,7,1,5,6,1,1,1,1,1,1,1,6],[6,1,1,1,6,1,8,2,9,1,1,1,6],[6,5,1,7,6,1,1,8,2,9,1,1,6],[6,1,1,1,6,1,1,1,8,2,1,1,6],[6,7,1,1,6,1,1,1,1,1,1,1,6],[6,7,5,1,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,1,5,1,7,7,1,1,6],[6,1,1,1,1,7,7,1,1,5,1,3,6],[6,6,6,6,6,6,6,6,6,6,6,6,6]],
    };


    map7 = {
    	geometrie:[[6,6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,7,4,7,1,1,1,1,6],[6,1,1,1,1,7,7,7,1,1,1,1,6],[6,2,2,2,2,2,2,1,1,8,1,2,6],[6,1,1,1,1,1,1,1,1,1,1,1,6],[6,1,1,1,1,1,1,1,1,1,1,1,6],[6,2,2,2,2,2,1,1,8,1,2,2,6],[6,1,1,1,1,1,1,1,1,1,1,1,6],[6,1,1,1,1,1,1,1,1,1,1,1,6],[6,2,2,2,2,1,1,8,1,2,2,2,6],[6,1,1,1,1,1,1,1,1,1,1,1,6],[6,1,1,1,1,1,3,1,1,1,1,1,6],[6,6,6,6,6,6,6,6,6,6,6,6,6]],
    };


    map8 = {
    	geometrie:[[2,2,2,2,2,2,2,2,2,2,2,2,2],[2,1,1,1,1,1,1,1,1,1,1,1,2],[2,1,3,1,1,1,1,1,1,1,1,1,2],[2,1,1,5,1,1,9,1,1,5,1,1,2],[2,1,1,1,1,1,1,1,1,1,1,1,2],[2,1,1,1,1,1,1,1,1,1,1,1,2],[2,1,1,8,1,1,2,1,1,8,1,1,2],[2,1,1,1,1,1,1,1,1,1,1,1,2],[2,1,1,1,1,1,1,1,1,1,1,1,2],[2,1,1,5,1,1,9,1,1,5,1,1,2],[2,1,1,1,1,1,1,1,1,1,4,1,2],[2,1,1,1,1,1,1,1,1,1,1,1,2],[2,2,2,2,2,2,2,2,2,2,2,2,2]],
    };

    mapCadeau = {
    	geometrie:[[2,2,2,2,2,2,2,2,2,2,2,2,2],[2,1,1,1,1,1,1,1,1,1,1,4,2],[2,1,1,1,1,1,1,1,1,1,1,1,2],[2,1,1,1,1,7,7,7,1,1,1,1,2],[2,1,1,1,7,7,7,7,7,1,1,1,2],[2,1,1,7,7,7,7,7,7,7,1,1,2],[2,1,1,7,7,7,7,7,7,7,1,1,2],[2,1,1,7,7,7,7,7,7,7,1,1,2],[2,1,1,1,7,7,7,7,7,1,1,1,2],[2,1,1,1,1,7,7,7,1,1,1,1,2],[2,1,1,1,1,1,1,1,1,1,1,1,2],[2,3,1,1,1,1,1,1,1,1,1,1,2],[2,2,2,2,2,2,2,2,2,2,2,2,2]],
    };

    let niveaux = [map1,map2,map3,map4,map5,map6,map7,map8,mapCadeau];

    let jeu = new Labirynthe(parametres,niveaux);

	
</script>
	</body>
</html>